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204 lines
6.4 KiB
Go
204 lines
6.4 KiB
Go
package worldmap
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import (
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"errors"
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"fmt"
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)
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var (
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ErrMapChoiceRequired = errors.New("dnf dungeon map choice is required")
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ErrMapChoiceRejected = errors.New("dnf dungeon map choice is not a candidate")
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)
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type DungeonMapChoice struct {
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DungeonID int64 `json:"dungeon_id"`
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MazeIndex int `json:"maze_index"`
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Coordinate RoomCoordinate `json:"coordinate"`
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FileType MapFileType `json:"file_type"`
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Source ResolutionSource `json:"source"`
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Candidates []Map `json:"candidates"`
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}
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type DungeonMapChooser func(choice DungeonMapChoice) (mapID int64, err error)
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func BuildDungeonLayout(
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resolver *Resolver,
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dungeonID int64,
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mazeIndex int,
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chooser DungeonMapChooser,
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) (*DungeonTopology, error) {
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topology, err := BuildDungeonTopology(resolver, dungeonID, mazeIndex)
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if err != nil {
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return nil, err
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}
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dungeonIndex := resolver.byDungeon[dungeonID]
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maze := resolver.table.dungeons[dungeonIndex.dungeonPos].Mazes[mazeIndex]
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for key, room := range topology.rooms {
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if room.Map != nil {
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continue
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}
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request := ResolveRequest{
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DungeonID: dungeonID, MazeIndex: mazeIndex,
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X: room.Coordinate.X, Y: room.Coordinate.Y,
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}
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candidates, candidateErr := resolver.ResolveCandidates(request)
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if candidateErr != nil && !errors.Is(candidateErr, ErrMapUnresolved) {
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return nil, candidateErr
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}
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fileType := expectedMapFileType(maze, key)
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source := ResolutionSource("")
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if len(candidates) > 0 {
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source = candidates[0].Source
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} else {
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pool, poolFileType, poolErr := dungeonLayoutPoolCandidates(
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resolver,
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dungeonID,
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mazeIndex,
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fileType,
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room,
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)
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if poolErr != nil {
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// PVF special dungeons can expose logical greed/boss coordinates
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// without assigning a MAP resource to every cell. The current
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// client only needs the entrance MAP during SELECT_DUNGEON; later
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// mechanism/warp movement resolves its target independently. Keep
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// the parser evidence on non-start cells instead of inventing a
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// type-pool map or rejecting the entire dungeon up front.
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if !room.Start && errors.Is(poolErr, ErrMapPoolEmpty) {
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continue
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}
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return nil, fmt.Errorf(
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"assign dungeon room map %s: coordinate_error=%v pool_error=%w",
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room.Coordinate, candidateErr, poolErr,
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)
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}
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source = ResolutionTypePool
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fileType = poolFileType
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candidates = make([]ResolvedMap, 0, len(pool))
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for _, mapValue := range pool {
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candidates = append(candidates, ResolvedMap{Map: mapValue, Source: source})
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}
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}
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choice := DungeonMapChoice{
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DungeonID: dungeonID, MazeIndex: mazeIndex, Coordinate: room.Coordinate,
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FileType: fileType, Source: source, Candidates: resolvedCandidateMaps(candidates),
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}
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selected, selectErr := selectDungeonMapCandidate(choice, chooser)
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if selectErr != nil {
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return nil, selectErr
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}
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room.Map = &selected
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room.ResolutionError = ""
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topology.rooms[key] = room
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delete(topology.resolutionErrors, key)
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topology.Diagnostics = removeRoomResolutionDiagnostic(topology.Diagnostics, room.Coordinate)
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}
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return topology, nil
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}
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func dungeonLayoutPoolCandidates(
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resolver *Resolver,
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dungeonID int64,
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mazeIndex int,
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fileType MapFileType,
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room DungeonRoom,
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) ([]Map, MapFileType, error) {
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request := MapPoolRequest{DungeonID: dungeonID, MazeIndex: mazeIndex, FileType: fileType}
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pool, err := resolver.PoolCandidates(request)
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if err == nil {
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return pool, fileType, nil
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}
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for _, fallbackType := range dungeonLayoutFallbackPoolFileTypes(fileType, room) {
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fallbackRequest := MapPoolRequest{DungeonID: dungeonID, MazeIndex: mazeIndex, FileType: fallbackType}
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fallbackPool, fallbackErr := resolver.PoolCandidates(fallbackRequest)
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if fallbackErr == nil {
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return fallbackPool, fallbackType, nil
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}
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}
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return nil, fileType, err
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}
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func dungeonLayoutFallbackPoolFileTypes(fileType MapFileType, room DungeonRoom) []MapFileType {
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if fileType != MapFileBoss || !room.Start || !room.Boss {
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return nil
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}
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// Tower-style single-room floors declare the only room as both start and
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// boss in the .dgn, while the owned .map is a normal uncoordinated map
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// (for example towerofdespair_down/15130despair001.map). Prefer the real
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// dungeon-owned normal pool; accept a start pool as a narrow fallback for
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// the same start==boss shape.
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return []MapFileType{MapFileNormal, MapFileStart}
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}
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func selectDungeonMapCandidate(choice DungeonMapChoice, chooser DungeonMapChooser) (ResolvedMap, error) {
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if len(choice.Candidates) == 0 {
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return ResolvedMap{}, fmt.Errorf(
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"%w: dungeon=%d maze=%d room=%s file_type=%s",
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ErrMapPoolEmpty, choice.DungeonID, choice.MazeIndex, choice.Coordinate, choice.FileType,
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)
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}
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if len(choice.Candidates) == 1 && chooser == nil {
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return ResolvedMap{Map: cloneMap(choice.Candidates[0]), Source: choice.Source}, nil
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}
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if chooser == nil {
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return ResolvedMap{}, fmt.Errorf(
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"%w: dungeon=%d maze=%d room=%s file_type=%s candidates=%v",
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ErrMapChoiceRequired, choice.DungeonID, choice.MazeIndex, choice.Coordinate,
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choice.FileType, mapIDs(choice.Candidates),
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)
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}
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mapID, err := chooser(cloneDungeonMapChoice(choice))
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if err != nil {
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return ResolvedMap{}, err
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}
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for _, candidate := range choice.Candidates {
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if candidate.ID == mapID {
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return ResolvedMap{Map: cloneMap(candidate), Source: choice.Source}, nil
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}
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}
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return ResolvedMap{}, fmt.Errorf(
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"%w: dungeon=%d maze=%d room=%s map_id=%d candidates=%v",
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ErrMapChoiceRejected, choice.DungeonID, choice.MazeIndex, choice.Coordinate,
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mapID, mapIDs(choice.Candidates),
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)
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}
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func resolvedCandidateMaps(values []ResolvedMap) []Map {
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out := make([]Map, 0, len(values))
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for _, value := range values {
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out = append(out, cloneMap(value.Map))
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}
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return out
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}
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func cloneDungeonMapChoice(in DungeonMapChoice) DungeonMapChoice {
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candidates := in.Candidates
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in.Candidates = make([]Map, len(candidates))
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for index, candidate := range candidates {
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in.Candidates[index] = cloneMap(candidate)
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}
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return in
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}
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func mapIDs(values []Map) []int64 {
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out := make([]int64, len(values))
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for index, value := range values {
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out[index] = value.ID
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}
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return out
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}
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func removeRoomResolutionDiagnostic(values []TopologyDiagnostic, coordinate RoomCoordinate) []TopologyDiagnostic {
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out := values[:0]
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for _, diagnostic := range values {
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if diagnostic.Code == "room_map_unresolved" && diagnostic.Coordinate != nil &&
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diagnostic.Coordinate.X == coordinate.X && diagnostic.Coordinate.Y == coordinate.Y {
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continue
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}
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out = append(out, diagnostic)
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}
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return out
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}
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